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Programmable motion effects

Published:26 July 2010Publication History

ABSTRACT

Although animation is one of the most compelling aspects of computer graphics, the possibilities for depicting the movement that make dynamic scenes so exciting remain limited for both still images and animations. In our work, we experiment with motion depiction as a first-class entity within the rendering process. We extend the concept of a surface shader, which is evaluated on an infinitesimal portion of an object's surface at one instant in time, to that of a programmable motion effect, which is evaluated with global knowledge about all portions of an object's surface that pass in front of a pixel during an arbitrary long sequence of time. With this added information, our programmable motion effects can decide to color pixels long after (or long before) an object has passed in front of them. In order to compute the input required by the motion effects, we propose a 4D data structure that aggregates an object's movement into a single geometric representation by sampling an object's position at different time instances and connecting corresponding edges in two adjacent samples with a bilinear patch. We present example motion effects for various styles of speed lines, multiple stroboscopic images, temporal offsetting, and photorealistic and stylized blurring on both simple and production examples.

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        • Published in

          cover image ACM Conferences
          SIGGRAPH '10: ACM SIGGRAPH 2010 papers
          July 2010
          984 pages
          ISBN:9781450302104
          DOI:10.1145/1833349

          Copyright © 2010 ACM

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          Publication History

          • Published: 26 July 2010

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          SIGGRAPH '10 Paper Acceptance Rate103of390submissions,26%Overall Acceptance Rate1,822of8,601submissions,21%

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